- added the needed properties for Doom64 colors and a little FraggleScript hack to test it with existing maps.

This commit is contained in:
Christoph Oelckers 2017-01-28 19:05:39 +01:00
commit dbbd797baa
8 changed files with 67 additions and 3 deletions

View file

@ -1307,6 +1307,7 @@ public:
sec->sectornum = index;
sec->damageinterval = 32;
sec->terrainnum[sector_t::ceiling] = sec->terrainnum[sector_t::floor] = -1;
memset(sec->SpecialColors, -1, sizeof(sec->SpecialColors));
if (floordrop) sec->Flags = SECF_FLOORDROP;
// killough 3/7/98: end changes
@ -1459,6 +1460,26 @@ public:
fadecolor = CheckInt(key);
continue;
case NAME_Color_Floor:
sec->SpecialColors[sector_t::floor] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Ceiling:
sec->SpecialColors[sector_t::ceiling] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Walltop:
sec->SpecialColors[sector_t::walltop] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Wallbottom:
sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Sprites:
sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000;
break;
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key));
continue;